Too Human Review: Odin Be Praised

Every once in a while, a game is released that has expectations and hype that can never be met.  Too Human is not one of these ill-fated titles.  Developed by Silicon Knights, the company known for such titles as: Legacy of Kain, Metal Gear Solid: Twin Snakes, and Eternal Darkness, Too Human has massive expectations as a publicized Xbox 360 exclusive. As a cybernetic protector Baldur, players find themselves in the midst of an ongoing battle that makes existence an anomaly for mankind. As a favored son of Odin and one of a group of humanity’s protector, the Aesir, Baldur is the agent of responsibility to protect mankind in the utter war against the diabolical machines bent to destroy everything in their path. From weaponry to all sorts of armor and from combat techniques and combos in a studded world with a driven graphics system that makes combat cinematic, Too Human is a journey that every protector around the world can have fun defending. For others, it is a journey that might not be worth taking.

Baldur and his brothers are iconic to heroism because they’re mortals with cybernetics, an imperfect fate into the flaw with human emotion, which creates a compelling dynamic with the humans they meet.  The story itself takes the players into action and manages to combine with an utterly creative sense of economy and social experiences through the dynamic of looting and exploration. As Baldur explores the realms of the world in an open action adventure environment, it’s apparent that it requires a wide array of combat techniques to displace the machine hordes. As Baldur, you will be able to customize all sorts of armor throughout the game, making for a completely unique experience per player in terms of how to approach certain battles at certain times. Just about every mechanical enemy you encounter drops some sort of loot to collect and upgrade Baldur into an even bigger bad ass. There are five different classes to assist in raw carnage: juggernaut, berserker, bioengineer, commando, and guardian. Each class has its own combat mechanics and plays very different and each has specific strengths and weaknesses that we won’t ruin here. To complement, players are given a variety of melee and futuristic weapons for combat that enables different strategies of play, something Too Human hits on the mark. The painstaking issue with combat is that it riddles in its own spectrum to deliver intuitive and easy gameplay. The combat learning curve is easy to pick up, but after protecting a couple of areas through massive and exhausting battle onslaughts, it’s apparent that the system is a pure button mashing experience, a tiring battle on its own. The combat makes use of spectacular camera angles and a wide variety of character and combat customization, but the button mashing simplicity of it all is downgraded to the gamer interaction.

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David Jeffers is a former writer for WhatIfGaming and one of the most prominent writers you will find out there. He loves anime, and everything video games and loves chances to discover new and interesting worlds in the interactivity from the games we play today, given that the game does a good job of doing that of course.

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